The Exorcist is perfectly within the margins that define the joke skills in this topic, due to its deliberately narrow range of application! The Sleeper would basically serve the same purpose as my Catcher, or as the Blocker is already being used right now in advanced levels - you abuse another skill simply to make a lemming wait in one specific place. Thus, your Guitarist and Banana skills would be redundant, because they serve that same purpose (I guess the Librarian would be as well). The Guitarist especially reminds me of the Attractor, at least in some of the L2 tilesets (because the animations differ vastly depending on in which tribe you use the Attractor - several of them play instruments, though).
The Freezer might actually be somewhat interesting - however, a time-based "thawing" process would add similar execution difficulty as timed Bombers, radiation, or slowfreeze. In this case, it would just be "slow-unfreeze"
, or timed Blockers (=that stop being Blockers after a while, essentially, much like with the "Exhaustion" gimmick back in the day). If the Freezer permanently freezes lemmings until they are freed again "manually" through some other skill assignment, I think this would be much more puzzle-friendly!
The Rebel Without A Cause would essentially just be a Ghost lemming in reverse - rather than driving other lemmings away through intimidation, this lemming itself would always turn away.
The Invisible Lemming would almost definitely only serve trolling purposes.
The SuperHero would be broken, especially since there already is such a thing as the Superlem in Lemmings 2: The Tribes, and basically, all it can do is fly. Your skill is more accurately named as "The Mary Sue".
The Reverse Nuke sounds funny - but also like a constant backroute on the skill panel. And then again, basically you can achieve exactly that same effect by simply providing an infinite number of Cloners. Have fun clicking...
They then sleep with another Lemming's girlfriend.
You'd need to ask Simon whether he'd be fine with Lix sprites being implemented into NeoLemmix in general.
I think they're under creative-commons license, anyway.
Apart from that, this is precisely what I meant when I reminded everyone in the opening post that we already have the Cloner for Lemming Reproduction...
I do expect more references to the game "
Sven" from now on, though...
Another skill suggestion by me, which is based on a type of terrain present in various jump-and-run games, such as Super Mario / Super Tux, Speedy Eggbert etc.:The Mobiliser. This lemming removes an 8-x-8-pixels chunk of terrain from underneath him and then makes that piece of terrain move, either along a vertical or along a horizontal trajectory. This basically creates a "lift", or a platform that can carry lemmings across a gap. The Mobiliser cannot affect steel, because that would require to "break" the steel apart.
The skill would thereby place a trigger area on top of this piece of terrain. While any lemming is inside this trigger area, he stands still, waiting for the mobilised piece of terrain to arrive at its destination. Whenever the mobilised piece of terrain hits other terrain, it stops its movement and waits until there are no further lemmings within its trigger area. Consequently, whenever the mobilised terrain bumps into other terrain without any lemmings being inside the trigger area at that moment, it will immediately turn around and move into the other direction.
As such, the mobilised terrain will keep moving once the lemming who originally mobilised it has stepped off.The direction of movement would be assigned during skill assignment, i.e. this skill would require a double-assignment, much like Roper / Archer in Lemmings 2: The Tribes, or the Turner in Lemmings 3D: One click to pick the lemming, who immediately stands still waiting for further commands; then a click to define the direction of movement for the mobilised terrain.
Probably, having two fields pop up above the lemmings head - one with an up-down arrow for vertical movement, one with a left-right arrow for horizontal movement - would be more reliable than going with "above / below the lemming = vertical; left / right of the lemming = horizontal": The latter would be difficult to hit exactly, because most points clicked by the player would probably be in some type of diagonal position to the lemming. That would make it difficult to determine which direction of movement - vertical or horizontal - should take precedent.
And some more:
The Blacksmith. This lemming creates a piece of steel, 8 pixels in height. As such, he can be used like a Stacker, but just like with the Stacker-Stoner distinction, there are some subtle differences. For example, the Blacksmith can be used to stop destructive skills from continuing, turning the lemming performing the destructive skill around in the process ("tanking on steel", as it's often done with Miners). The steel piece he creates could also be shaped in an irregular way, much like the Stoner, to prevent Climbers from going over it, thereby increasing the differences to the Stacker.
The Poisoner. This is an upgraded version of the Disarmer that probably looks most convincing with any type of animal trap (but it would work on any triggered trap, of course). Think of the Frog from outdoor, or the Chameleon from Rock, or the Snake from Menace:
The lemming poisons the animal so that it pukes out all the lemmings it has devoured. It now acts like a limited-number hatch, meaning the interval between the lemmings matches with the currently-set spawn rate, and the number of lemmings it will release is equal to the number of lemmings that previously walked into this particular trap. Just like with limited-number hatches, the number of remaining lemmings would appear above the trap once the Poisoner has done his work.
The trap trigger is disabled by the Poisoner, of course, because otherwise, every lemming would be killed again immediately. Don't worry, this would not require distinctive "puking" animations for every trap - the standard trap animation would simply be played in reverse, with the lemming coming from the animal's jaw and being placed at the spot of the original trigger area.
The Poisoner does not work on one-use traps, because their trigger areas have already been removed after the first lemming walked into them.
The Ballet Dancer. This lemming moves like a regular Walker, but is constantly doing a pirouette. As such, any other lemming who walks into the Ballet Dancer touches his hands, therefore turning around, as if he had just met a Blocker. Whenever the Ballet Dancer reaches the edge of a piece of terrain, i.e. would transition into a Faller, he transitions into a Jumper instead. If the end of the Jumper trajectory leads him back to regular terrain, he continues being a Ballet Dancer. If however he turns into a regular Faller after the end of the Jumper animation, he will not be a Ballet Dancer anymore once he hits terrain again, and instead regularly transitions from being a Faller back to being a Walker.
This skill would somewhat combine the intimidating behaviour of Ghosts (=turning lemmings around) with the idea of having a sort-of permanent-skill Jumper - because he could jump repeatedly, all by himself, without requiring additional skill assignment, if he ballet-dances along a series of suitable gaps. At the same time, he would not be as limited as the Hopper in Lemmings 2: The Hopper usually fails quickly, due to his intense vertical movement that often causes him to quit after bumping his head on a ceiling. The Ballet Dancer, in contrast, would never jump higher than a regular Jumper.
The Sniper. Similar to the Gunman, however, this one would be a permanent skill: The lemming lies down with a rifle pointed into the direction he's facing. Now, at 16 pixels distance, a trigger area is placed at the same height as the lemming. The lemming now acts like a triggered trap, killing any lemming, neutral, or zombie that walks into the trigger area.
He can be released just like a Blocker, i.e. by removing the terrain under his feet, or by assigning a Walker to him.Just like triggered traps, the Sniper is release-rate sensitive: From an army of zombies walking towards him, he could still only kill a few, before the first zombie reaches him and infects him. However, just the fact that he's a zombie doesn't stop the Sniper from shooting: Since a regular Sniper lemming would also be deadly to other lemmings, a zombie Sniper lemming would also be deadly to other zombies. A zombie Sniper simply couldn't be saved anymore, like any other zombie - whereas a regular Sniper can be freed like a Blocker, as said above, and then go to the exit.
While you would usually use the Sniper against zombies, there may also be cases where you want him for "friendly fire" and kill other regular lemmings. One such example is my level "A level of ice and fire" from Pit Lems, where you have to bomb a lemming to prevent him from slowfreezing / stoning in the wrong position.
To avoid skill redundancy, maybe this specific application could also be achieved through an interaction of Blocker and the aforementioned Gunman?In that case, the Gunman would be a permanent skill, as well, constantly carrying a deadly trigger area around 16 pixels in front of him, like a moving trap. If you now assign a Blocker to the Gunman (or any other skill that makes him stop, like the previous introduced Catcher), the trigger area would still be there, but he would stand still, i.e. become a trap fixed in position.
The Catcher-Gunman combination seems particularly interesting in this regard:It would be pretty pointless to have the Catcher-Gunman catch a Faller from above first, preventing him from splatting, only to then shoot that same lemming because he walks into his trigger area. But logically, this wouldn't happen: The Catcher, as previously suggested, stops standing still once any other lemming touches him. As such, the former Catcher and the "caught" lemming end up compressed. As long as the trigger area of the Gunman remains in front of the former Catcher, it also protects the lemming he caught.
As such, the Catcher-Gunman combination might actually be a rather "romantic" one, where the Gunman did not only catch a Faller in his arms, but also protects the other lemming from any zombies they encounter.